generally dislike them.
cool if the game has meaningful player choice that influences the narrative, but almost no games do that well.
cool if the game has meaningful player choice that influences the narrative, but almost no games do that well.
I agree with this post, and the fact Persona 4 is one of the better ones as of late in regards to true endings is ridiculous.I like them when you can figure them out on a first playthrough and there are no inane traps. I hate them when they require insane grinding, long-term planning, or very specific dialogue options.
Achieving the "True Ending" of Persona 4 Golden, for example, is total bullshit.
What is FE TH's true ending? I don't think it has one.Fire emblem three houses the thread.
Any true ending that requires you to play the game a certain way or with some upsurd circumstance just sucks.
As usual, it depends heavily on the game itself. Generally if you can get the true ending using a reasonable level of intuition and without a guide, then yes. Persona 3-5 are really good at that.
However, there are a ton of ways to do true endings wrong. If you can't get the true ending at all on your first playthrough (i.e., it's New Game + only), that's bad. If it's locked behind something really obscure and/or needlessly difficult, that's also bad. If you need to constantly be looking at a guide the whole way through just to make absolutely sure you didn't miss anything for 100%, that's very bad.
I can definitely name more games that do it terribly vs. the games that do it well, so ultimately that's a No vote.
I was particularly annoyed with the first Gunvolt because I didn't feel how the true ending played out was worth the trouble necessary to get the materials necessary to make that necklace, but that's me.I've always rather liked the concept, and particularly the nomenclature. There's a peculiar sort of weight to one possibility being labelled as "true" while others aren't. It easily leads to scenarios like Type-Moon games, which tend to have their two possible endings be the Good End and the True End -- conveying implicitly that "and then they all lived happily ever after" was never really on the table. Simple, but very neat.
When done right, it can also be a good vehicle for implicit characterization of the playable character. You, the player, can necessarily force the character to act however you want; you're controlling them. However, having a True End depend on you taking certain actions allows the game to show-not-tell you something about the person that character is "when you're not around", so to speak.
The example of this sort that I always remember is the first Gunvolt game: to get the true ending, you have to wear a specific piece of equipment into the final mission. As a player, there's no reason you'd ever equip it; it's not just useless, it's actively detrimental. So, by having it be a requirement for the True End, the game is telling you that regardless of what you would choose, Gunvolt himself would choose to swap out his useful military-issue item (which in gameplay terms makes you nigh-unkillable, by the way) for this 100% worthless accessory... Because it's a handmade gift from someone he loves. He doesn't think he'll make it back from this mission. That's what it's showing you, and it's doing it purely on the back of the True End mechanic. The game could force you to equip it; it could ignore the equipment menu and just have the necklace be worn in the cutscene regardless -- but it doesn't do those things, and I think the moment lands a lot more soundly for it. Moments like this one make True Ends with obscure requirements worthwhile.
Obviously you can also have sucky true ends that do nothing cool at all, but that's no fault of the mechanic itself. It's just the devs doing a bad job.
This.Absolutely hate these. I hate feeling like I need to follow a guide instead of just enjoying a game naturally if I don't want to miss out on parts of the game later.
Generally, nay. Some games just take it wayyy too far. Like Final Fantasy X-2.
Original 3 and 5, sure, but 4 is fucking terrible for it and Golden and Royal are way beyond reasonable and arguably the worst offenders presented in this thread.
4 required multiple specific answers to dialogue tree, and they are like 20 minutes past the closest save point due to the game having awful QOL and no scene skip. Golden and Royal require very specific S. Links to focus on, beyond what the original games required.